Refining the campaign rules
Designing a simple set of campaign rules will at some time need
to address the strengths of armies to be used for subsequent battles. The DBA2.2
campaign system had elements that are lost in battle are placed in a reserve
and all elements “recruited” are taken from that reserve ensuring the maximum
strength will not exceed 12 elements.
This variant omits the “recruitment” phase by keeping the
strength of armies at 12 elements but replacing elements lost in battle with
their optional troop type. For example, archers may be listed as (4Bw/Ps), the 4Bw
lost in battle would be replaced with the psiloi, 3Kn/4Bd, mounted knights may fight
on foot having lost their mounts and levies (7Hd) may be called on to bring the
army up to strength.
Replacing a general lost in battle is handled differently
and though DBA3 makes no distinction as to their quality, there are some ways
to give a nod in that direction. The player cast a die to determine his
quality, a score of 1, the general is classed as “inert” and it functions as a
CP or Command Position (see the last paragraph, page 9 of the rule book).
Scores 2-6, the general is competent with a score of 6 will enable a player to select
the manner of deployment for the next battle as listed below in Deployment
Options.
The campaign objective is to inflict 12 casualties on your
opponent. With a minimum of three battles to be played in the campaign, it is
possible to reach that goal without being the victor in all three battles. The
degree of success is determined by the difference between the scores of the two
sides, a minor difference may call for the resumption of another campaign, while
scoring twice as many may call for an early demise of a successful general (humour).
Campaign sequence
A first encounter
The role of attacker/defender is determined for the
scenario. The defender selects a terrain card and the attacker chooses a side
for his deployment. Game continues as normal.
The second battle
Reference the table below to determine if optional troop
types are to be employed, these are noted in red
for the scenario and will bring the total number to 12. Choice of terrain card falls
to the loser of the previous battle, now the defender.
The third battle
Two resounding victories may all that is needed to reach a
score of twelve, if not, then follow the procedure as noted above. The losing
army is the defender and proceed as a standard game.
Optional rules
Replacing a general who is killed or captured, cast a
die for his successor: 1 – an inert commander and use the CP or command position
rule for the game. A score of 2,3,4,5,6* – a competent general (*see deployment option
below).
Deployment options are three, a standard deployment, an alternate system or the Collision Course variant.The last two listed may be selected if the replacing general has a score of 6.
Standard deployment follows the sequence in rule
book.
Alternate deployment of vanguard, main body and
rearguard*.
Collision course variant*.
Allied contingents
These may be employed if listed with the army used. If the allied contingent is part of the losing army, then cast
a die on the player’s first bound to determine what action the allies may
take for the subsequent battle.
1,2, 3 – They have been sufficiently bribed and will perform
as normal.
4, 5 – Are deployed for battle, but will not attack unless
provoked (shot at or enemy enters TZ).
6 – Are deployed for battle, but will depart the field.
Replacing troops lost
To determine if optional troop types are to be employed, compare the difference of elements lost in battle. If only a 1 or 2, the losing player may use again his current
composition, if greater than 3, the losing player must use replacement
options.
Note: Hordes lost do not count as casualties to determine
the need for replacements, but are tallied as elements lost at campaign end.